

#include "Material.h"

using namespace Umikaze::Core;

void Material::bind(const glm::mat4 &modelMatrix,
                    const std::shared_ptr<Buffer> &cameraBuffer) {
  if (_shader) {
    updateShader(modelMatrix, cameraBuffer);
    _shader->bind();
  } else {
    std::cerr << "shader还未赋值" << std::endl;
  }
}